New Feats

Acrobatic Steps

You can easily move over and through obstacles.

Prerequisites

Dex 15, Nimble Moves.

Benefit

Whenever you move, you may ignore up to 15 feet of difficult terrain each round. The effects of this feat stack with those provided by Nimble Moves (allowing you to ignore a total of 20 feet of difficult terrain each round).


Advance (Combat)

You can move up to a foe with reach without provoking an attack.

Prerequisites

Dex 15, Dodge, Mobility.

Benefit

You do not provoke attacks of opportunity by moving through a creature’s threatened area, so long as you end your movement adjacent to that creature. This benefit only applies to one creature. If your move takes you through the threatened area of two or more creatures, you still provoke an attack of opportunity from the other creatures (even if you end your turn adjacent to more than one).


Bleeding Critical (Combat, Critical)

Your critical hits cause opponents to bleed profusely.

Prerequisites

Critical Focus, base attack bonus +11.

Benefit

Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage each round on their turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.

Special

You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.


Blinding Critical (Combat, Critical)

Your critical hits blind your opponents.

Prerequisites

Critical Focus, base attack bonus +15.

Benefit

Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces the blindness to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, depending on GM discretion). This blindness can be cured by heal, regeneration, remove blindness, or a similar ability.

Special

You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.


Critical Focus (Combat)

You are trained in the arts of causing pain.

Prerequisites

Base attack bonus +9.

Benefit

You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.


Critical Mastery (Combat)

Your critical hits cause two additional effects.

Prerequisites

Critical Focus, any two critical feats, 14th-level fighter.

Benefit

Whenever you score a critical hit, you can apply the effects of two critical feats in addition to the damage dealt.

Normal

You can only apply the effects of one critical feat to a given critical hit in addition to the damage dealt.


Deafening Critical (Combat, Critical)

Your critical hits cause enemies to lose their hearing.

Prerequisites

Critical Focus, base attack bonus +13.

Benefit

Whenever you score a critical hit, your opponent is permanently deafened. A successful Fortitude save reduces the deafness to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on deaf creatures. This deafness can be cured by heal, regeneration, remove deafness, or a similar ability.

Special

You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.


Disruptive (Combat)

Your training makes it difficult for enemy spellcasters to safely cast spells near you.

Prerequisites

6th-level fighter.

Benefit

The DC to cast spells defensively increases by 4 for all enemies within your threatened area. This increase only applies if you are aware of the enemy’s location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.


Exhausting Critical (Combat, Critical)

Your critical hits cause opponents to become exhausted.

Prerequisites

Critical Focus, Tiring Critical, base attack bonus +15.

Benefit

Whenever you score a critical hit, your opponent becomes exhausted. This feat has no effect on exhausted creatures.

Special

You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.


Fleet

You are faster than most.

Benefit

Your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load.

Special

You can take this feat multiple times. Its effects stack.


Greater Bull Rush (Combat)

Your bull rush attacks throw enemies off balance.

Prerequisites

Improved Bull Rush, base attack bonus +6.

Benefit

Whenever you bull rush an opponent, their movement provokes attacks of opportunity from all of your allies (but not you).

Normal

Creatures moved by bull rush do not provoke attacks of opportunity.


Greater Disarm (Combat)

You can knock weapons far from an enemy’s grasp.

Prerequisites

Improved Disarm, base attack bonus +6.

Benefit

Whenever you successfully disarm an opponent, the weapon lands 15 feet away, in a random direction.

Normal

Disarmed weapons and gear land at the feet of the disarmed creature.


Greater Feint (Combat)

You are skilled at making enemies overreact to your maneuvers.

Prerequisites

Improved Feint, base attack bonus +6.

Benefit

Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of your next turn, in addition to losing his Dexterity bonus against your next attack, if that attack does not come before your next turn.

Normal

Creatures you feint lose their Dexterity bonus against your next attack.


Greater Grapple (Combat)

Maintaining a grapple is second nature to you.

Prerequisites

Improved Grapple, base attack bonus +6.

Benefit

Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.

Normal

Maintaining a grapple is a standard action.


Greater Overrun (Combat)

Enemies must dive to avoid your dangerous move.

Prerequisites

Improved Overrun, base attack bonus +6.

Benefit

Whenever you overrun opponents, they provoke attacks of opportunity if they attempt to avoid you or are knocked prone by your overrun.

Normal

Creatures that avoid your overrun or are knocked prone do not provoke an attack of opportunity.


Greater Penetrating Strike (Combat)

Your attacks penetrate the defenses of most creatures. Choose one type of weapon that you have already selected for Penetrating Strike.

Prerequisites

Penetrating Strike, Weapon Focus, 16th-level fighter.

Benefit

Your attacks with the selected weapon ignore up to 10 points of damage reduction. This amount is reduced to 5 points for damage reduction without a type (such as DR 10/—).


Greater Shield Focus (Combat)

You are incredibly skilled at deflecting blows with your shield.

Prerequisites

Shield Focus, Shield Proficiency, 8th-level fighter.

Benefit

Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield Focus.


Greater Shield Mastery (Combat)

You can use a shield to deflect a great deal of harm.

Prerequisites

Shield Focus, Shield Mastery, Shield Proficiency, 12th-level fighter.

Benefit

Whenever you are using a shield, you gain DR 2/—. You must be aware of the attack to gain this bonus. Any effect that causes you to lose your Dexterity or shield bonus causes you to lose this bonus. This bonus stacks with all other forms of damage reduction without a type, including that gained from Shield Mastery.


Greater Sunder (Combat)

Your devastating strikes cleave through weapons and into their wielders.

Prerequisites

Improved Sunder, base attack bonus +6.

Benefit

Whenever you sunder to destroy a weapon, any excess damage is applied to the weapon’s wielder. No damage is transferred if you decide to leave the weapon with 1 hit point.


Greater Trip (Combat)

You can make follow-up attacks on foes that you knock prone.

Prerequisites

Improved Trip, base attack bonus +6.

Benefit

Whenever you successfully trip an opponent, that opponent provokes an attack of opportunity.

Normal

Creatures that are knocked prone do not provoke attacks of opportunity.


Improved Greater Fortitude

You can draw upon an inner reserve to resist diseases, poisons, and other grievous harm.

Prerequisites

Great Fortitude.

Benefit

Once per day, you may reroll a Fortitude save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.


Improved Iron Will

You have a clarity of thought that allows you to fight off mental attacks.

Prerequisites

Iron Fortitude.

Benefit

Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.


Improved Lightning Reflexes

You have a knack for avoiding danger, even when it is all around you.

Prerequisites

Lightning Reflexes.

Benefit

Once per day, you may reroll a Reflex save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.


lunge (Combat)

You can strike foes that would normally be out of reach.

Prerequisites

Base attack bonus +6.

Benefit

You can increase the reach of your melee attacks by 5 feet by taking a –4 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.


Master Craftsman

Your superior crafting skills allow you to create simple magic items. Choose one Craft or Profession skill in which you possess at least 5 ranks.

Prerequisites

5 ranks in any Craft or Profession skill.

Benefit

Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Chapter 15). You cannot use this feat to create any spell-trigger or spell-activation item.

Normal

Only spellcasters can qualify for the Craft Arms and Armor and Craft Wondrous Item feats.


Nimble Moves

You can move across a single obstacle without slowing down.

Prerequisites

Dex 13.

Benefit

Whenever you move, you may ignore up to 5 feet of difficult terrain each round. This feat allows you to take a 5-foot step into difficult terrain.


Penetrating Strike (Combat)

Your attacks are capable of penetrating the defenses of some creatures. Choose one type of weapon that you have already selected for Weapon Focus.

Prerequisites

Weapon Focus, 12th-level fighter.

Benefit

Your attacks with the selected weapon ignore up to 5 points of damage reduction. This feat does not apply to damage reduction without a type (such as DR 10/—).


Powerful Critical (Combat, Critical)

Your critical hits cause an amazing amount of damage. Choose one type of weapon that you have already selected for Improved Critical.

Prerequisites

Critical Focus, Improved Critical, base attack bonus +13.

Benefit

Whenever you score a critical hit with the selected weapon, the damage multiplier increases by 1, to a maximum of x4.

Special

You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.


Shall Not Pass (Combat)

You can stop foes that try to move past you.

Prerequisites

Combat Reflexes.

Benefit

Whenever an enemy provokes an attack of opportunity due to moving through your adjacent squares, a successful hit causes them to stop moving for the rest of their turn. Enemies can still take the rest of their action, but cannot move.


Shield Focus (Combat)

You are skilled at deflecting blows with your shield.

Prerequisites

Shield Proficiency, base attack bonus +1.

Benefit

Increase the AC bonus granted by any shield you are using by 1.


Shield Mastery (Combat)

You can use a shield to deflect harm.

Prerequisites

Shield Focus, Shield Proficiency, 4th-level fighter.

Benefit

Whenever you are using a shield, you gain DR 2/—. You must be aware of the attack to gain this bonus. Any effect that causes you to lose your Dexterity or shield bonus causes you to lose this bonus. This bonus stacks with all other forms of damage reduction without a type (such as the damage reduction gained by barbarians).


Sickening Critical (Combat, Critical)

Your critical hits cause opponents to become sickened.

Prerequisites

Critical Focus, base attack bonus +11.

Benefit

Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The effects of this feat do not stack. Additional hits instead add to the duration.

Special

You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.


Spellbreaker (Combat)

You can strike enemies that fail to cast defensively.

Prerequisites

Disruptive, 10th-level fighter.

Benefit

Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you.

Normal

Enemies that fail to cast spells defensively do not provoke attacks of opportunity.


Staggering Critical (Combat, Critical)

Your critical hits cause opponents to slow down.

Prerequisites

Critical Focus, base attack bonus +13.

Benefit

Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.

Special

You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.


Step Up (Combat)

You can close the distance when a foe tries to move away.

Benefit

Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn and you count as if you had take a 5-foot step on that turn (preventing any other movement).


Strike Back (Combat)

You can strike at foes that attack you using their superior reach, by targeting their limbs or weapons as they come at you.

Prerequisites

Base attack bonus +11.

Benefit

You can ready an action to make a melee attack against any foe that attacks you in melee, even if the foe is outside of your reach. If you attack a foe that is outside your reach using this ability, you take a –2 penalty on your attack roll.


Stunning Critical (Combat, Critical)

Your critical hits cause opponents to become stunned.

Prerequisites

Critical Focus, base attack bonus +17.

Benefit

Whenever you score a critical hit, your opponent becomes stunned for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.

Special

You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.


Tiring Critical (Combat, Critical)

Your critical hits cause opponents to become fatigued.

Prerequisites

Critical Focus, base attack bonus +13.

Benefit

Whenever you score a critical hit, your opponent becomes fatigued. The effects of this feat do not stack.

Special

You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.